// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unlit/Color" 
{
    Properties
    {
        _OutlineColor("Outline Color", Color) = (1,0,0,1)
    }

    SubShader 
    {
        Tags { "RenderType"="Opaque" }
        Pass 
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            float4 _OutlineColor;

            struct v2f {
                float4 pos : SV_POSITION;
            };

            v2f vert( appdata_base v ) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
                return _OutlineColor;
            }
            ENDCG
        }
    }
}